Welcome back my friends! It’s been a few days, and I hope everyone has gotten used to the new Shift mechanic. They’ll show up again soon, but for now let’s stick to the tried and true card types. Last time we saw the people of Gloria defending their homes, and the incarnation of a memory of Faria. Well this time we’re headed over to their neighbors to the east; Certo. Under Melgis wasn’t always the ruler of Certo, you know? He was a usurper that took the throne in a violent coup. Today we’ll see the deposed former king, reclaim his nation.
Like a bean burrito, I have returned!
Wait a second…didn’t we see this card last week? No it’s not a mistake. This is our ruler card for today. However, this time when we pay that four void cost…
How many steaks do you think this guy eats a day?
Who should appear, but Melgis! A younger, Melgis sporting a sweet 90s mullet no less. Yes, as many of you may have deduced in the past couple of days, the single ruler “Memoria of the Seven Lands” has five possible J-ruler sides. Not counting today’s, that means we’ve still got three more! But I digress, let’s get back to the man, or should I say Heroic Spirit, of the hour.
Similar to Faria, this Melgis gains the name “Melgis, the one Charmed by the Demon Sword” in addition to his printed name. Meaning he can glean some extra benefits from Laevateinn, though once again he has no God’s Art, so the discount will amount to nothing.
Yikes that second effect though. That is a long effect. It’s not too tough to get a hold of though, so let’s walk through it shall we? Upon entry if you control a “Brutal Conqueror’s Memoria” (a new magic stone featured below) you’ll be able to reveal the top three cards of your deck and put all resonators that have a total cost 3 or less that were revealed into your field, and they all gain swiftness. I’d expect nothing less from the man who took over a nation. As you can imagine this opens up potential for strong two or three cost resonators that may not necessarily have swiftness to easily swarm the field. Given the probability of revealing three useful cards with this effect isn’t exactly high, you may find this ability to be less of a win condition and more of a support effect, helping you maintain or reclaim some board advantage or even just get some Adombrali fodder on the field. However, should you have all four copies of the new memoria on your field you will be able to put any resonator revealed into your field and give it swiftness regardless of its cost. That could actually be a win condition (Put down three Celestial Wing Seraphs and use their abilities to call in three Lucifers). The trick is, of course, actually getting all four copies of the stone onto your field, and having something good in the top three cards of your deck. The answer to the second issue can be remedied with Hydromonica or similar cards, while the first issue will have to rely on either stalling for time or wind spells that let you put extra magic stones into play.
Melgis’ ability will challenge players to plan ahead and make a choice on when the best time to set off his ability is. Some may find it difficult, but no one said taking over a volcanic nation would be easy.
The stone looks cool, so its got that going for it…which is nice.
As mentioned earlier, here is Brutal Conqueror’s Memoria. Yikes. It produces fire will, as any average fire magic stone would. However it also has an ability that allows you to deal 100 damage to your opponent…but at the cost of three will and resting the stone itself, essentially making the effect cost four. I don’t need to tell you that is a hefty waste of will. If you plan on using Melgis, this stone is advisable, but in most other situations you’re likely better off with stones that can better support your strategy. The merit of this stone is in Melgis’ effect, not in this card itself. At best, if you somehow had four open stones before your recovery step, you could deal the damage to your opponent, but betting on such an unlikely event is unwise.
Praise the sun!
Here’s an interesting little fellow, and a good example about what Battle for Attoractia’s fire cards are all about. Flame Soldier of Volga enters the field as a 300/300 for total cost one. Okay, that’s not bad, but without swiftness it’s outclassed by cards like Hunter in Black Forest and Flame Sprite. However, this soldier will become enraged when damaged, gaining an extra 200 ATK and gaining swiftness. Obviously, this is nearly impossible on your first turn, but on later turns this can be done easily (as we will soon see) and it pushes his damage into the range of most two cost resonators.
Santa’s got a brand new bag…OF PAIN.
A while ago I kicked around the idea of having Santa Claus as a Fairy Tale resonator. While that idea may yet come to fruition, I think we can stave off that desire for a bit with this fellow. Behold, my friends, the true king of Certo; Volga.
For a total cost two, 400 ATK and DEF isn’t all that much, but hold on friends, because Volga’s got an interesting ability. Whenever he is dealt damage, he deals that much to your opponent. The man himself says it best when he says “Feel my pain”. Imagine blocking with this guy when your opponent swings with a big threat. Cue the loser horn, folks. “But wait!” You say to yourself. “My opponent probably won’t be silly enough to attack with a big threat when I’ve got Volga on the field! Is there a way to deal damage to Volga myself, without repeatedly blowing spells on it?” Well now, that’s an interesting and oddly specific topic there, my friends. Because as it happens…
1v1 me bro. Come at me scrublord, I’m ripped.
There is! Feast your eyes on the Sanguine Arena! The site of Volga and Melgis’ duel many years ago. Sanguine Arena is the key to the Battle for Attoractia fire cards. An extremely cheap card, with a total cost one, this addition: field will let you rest it to deal 200 damage to every resonator on the field, including your own. Just be careful, as you’ll need to control a resonator in order to activate this effect. This can wipe the board of pesky chump blockers like Cheshire Cat (Alice’s World players beware!), but since it damages your own cards it will set off all the enrage abilities of cards like Volga and Flame Soldier of Volga. So just by resting this card, you can remove some annoyances, power up your own cards and deal some damage to your opponent (And anything that survives is now in Demonflame range). The trouble is, like with any addition: field. Getting the card onto the field and keeping it safe. With few reliable ways to easily search this card, and the abundance of counter spells, you may want to consider a full hand mulligan if you do not pull this card in your opening hand. Getting this card on the field early will make it harder for your opponent to remove, as there are fewer addition destruction spells than there are cards that would counter it on the chase.
Really more of a pole axe, but whatever.
What’s that? Sanguine Arena isn’t enough? You want to nuke the field even more? Well okay, you greedy goose. Blood Covered War Axe is an addition: resonator that will grant a resonator an extra 400 ATK (no DEF though, so be careful). It will also cause the resonator to deal 200 damage to every resonator on the field whenever it attacks. So basically the same thing as Sanguine Arena, but in weapon form. With four copies of both this and Sanguine Arena, the odds of drawing one of these cards increases significantly, making the enrage strategy far more consistent.
However, unlike Sanguine Arena, the 200 damage bomb of this card will go off every time you attack with the added card, whether you want it to or not, so be careful not to burn up your own cards! (Volga can only sustain 400 damage after all!)
When it hits itself I just imagine it exploding from the inside like a balloon.
Last for today is Bloodfire Dragon. A total cost one packing a whopping 500 ATK and DEF as well as flying sounds absolutely insane, but let’s have a look at it’s other ability. Upon entry it forces you to deal 500 damage to a resonator you control. That means playing this card as a first turn drop is pointless, as it will literally be forced to kill itself. So then what’s the point? Well the point is to drop it on later turns, when you needs some cheap value and a card that can set off an enrage ability (Don’t worry there is a card with high enough DEF to actually take the damage and not die).
That’s all for today, but don’t forget to look for Battle For Attoractia packs! In stores July 1st! Check back on Tuesday at 3pm JST for the next article!
Written by Jordan E. Blanco